How to Calculate Time

Principle

The system implements an international standard for correspondence chess measured in days.

The system is capable of extension to include alternative methods of time calculation, e.g. blitz, Fischer clocks, etc.

Practice

  1. Server date and time is the sole basis for time calculations.

  2. Days are the basic CC counting unit, though clocks are displayed as hh:mm:ss.

  3. When a player commits a move, the system stamps it with the date & time and notifies the opponent by email (unless of course he/she has set email notifications to 'off' - refer How to Update Your Personal Settings).

  4. The opponent has 24 hours from this stamp to reply before he/she uses a day.

  5. Each subsequent 24-hour period (or part thereof) from the stamp uses a further day.

  6. Once the reply is made, only whole days used are counted, though each move also carries the full stamp.

  7. Refer to  How to Check Event Cross-Tables for the time control selected for this event.

  8. Refer to  How to Play Conditional Moves for time calculation rules applied in these instances.

  9. Refer to  How to Handle Holidays and Special Leaves for their effect on time control calculations.

  10. Player and opponent times remaining are displayed in each player's tailored games list.  Time overruns are shown in red.  Games lost on time are not automatically completed - players must submit a claim for a win to the TD (refer How to Win, Lose or Draw).

  11. In thematic events, the thematic moves are played automatically when the event starts. The reflection time at the start of the event is adjusted according to the number of moves played in the thematic move sequence. For example, in a 10/50 thematic tournament, with a thematic sequence of 3 moves for white and black, both players would start the tournament with 35 days before time control on move 10.

  12. Total time used is not displayed by the server, but rather the time left.

Webserver Actions

Each game score carries a time stamp per committed 1-ply move, which can be viewed on request (use the checkbox on the game page; refer How to Play Moves).   

Each player, in each game, has a clock showing time remaining to the next time control which is updated after each move.